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Progression examples

Use these examples when designing unlock paths in the Progression Editor.

Linear path

Use a linear path when every team should solve challenges in the same order.

Example:

  1. Welcome is available at the start.
  2. Recon requires Welcome.
  3. Exploit requires Recon.
  4. Final flag requires Exploit.

This is best for guided learning, onboarding, and events where each challenge teaches a concept needed by the next one.

Branching path

Use a branching path when one early challenge should unlock multiple routes.

Example:

  1. Warm-up is available at the start.
  2. Web route, Crypto route, and Forensics route all require Warm-up.
  3. Each route has its own follow-up challenges.
  4. A final challenge can require one or more route endings.

This is best for mixed-skill events where teams can choose where to spend time.

Choice group path

Use a choice group when a team should complete only one challenge from a set.

Example:

  1. Start unlocks three route choices.
  2. Easy route, Standard route, and Hard route are placed in one choice group.
  3. When a team completes one route choice, the other route choices are no longer available for that team.
  4. The selected route unlocks a follow-up challenge.

This is best for mutually exclusive choices, difficulty selection, and story forks.

Gate before final challenge

Use a gate when teams must complete several independent tasks before a final challenge appears.

Example:

  1. Web, Crypto, and Forensics are available after the warm-up.
  2. Final challenge requires Web, Crypto, and Forensics.
  3. Teams can solve the three prerequisites in any order.

This is best when the final challenge depends on knowledge or clues from several earlier challenges.

Timebomb with prerequisites

Timebombs can also have prerequisites, but their time window still matters.

Example:

  1. Recon must be solved first.
  2. Limited target unlocks after Recon but is only available during its timebomb window.

Before using this pattern, check that teams can realistically unlock the challenge before the window closes. Avoid a dependency chain that makes a timebomb impossible to reach.

Debugging locked challenges

If a challenge is unexpectedly locked, check:

  • Whether all prerequisites are solved by that team.
  • Whether the challenge is in a choice group where the team already chose another route.
  • Whether the challenge is outside a timebomb availability window.
  • Whether the challenge is unpublished or otherwise unavailable.
  • Whether the player is looking at the right world and team.

See also: Progression Editor, Choice groups, and Timebombs.